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Finally a battle report! The elapsed time since my last game session here is criminally long, and well overdue for some new content. So I wrangled together a few posses, grabbed a pal, dug up an old childhood F-14 Tomcat airplane model, and set out to play some Dinosaur Cowboys v2.6!

Also some of the inspiration for one of the posses comes from the Defense of the Ancients computer game. In other words the moba Dota 2, which just had a huge 7.0 patch update. The largest tournament for professional e-sport players of Dota 2 has a prize pool of $20 million plus. So yeah, players of that game should recognize some familiar names and roles, like Vanguard the tanky leader, or Desolator the ranged sniper.

Also I realize I mix up my past and present tense when I write these. I really don’t mean too, but it’s such an ingrained bad habit I have trouble breaking. I think it’s because I writing the session report after the fact, so I tend to the past tense, but sometimes think of new information and use the present tense. Hopefully it doesn’t throw you off too much.

Background
Rumors have started of a strange new allegiance in the wasteland: Ascendants. Some sort of sky people…old tech scientists drifting down from on high…power and concepts beyond Dusters and even Neotechnoist reasoning. Word of an artifact spreads to eager ears in the noble, wealthy circles in the city of Hope. Some kind of aerial war machine was found. Records were searched in secret, and a highly specialized and trained commando squad was dispatched to recover a “black box” from this old tech airplane.

But the commando squad was not quite as airtight and flawless as their Neotechnoist hirelings would like. One of the members, fearing the corrupting influence of old tech, went rogue and started trying to raise a posse to fight off the commando squad, destroy the black box, and stop any war machine from being recreated.

SetupThe central feature of the table was the crashed and decaying F-14 Tomcat. I used a bunch of trailing rocks to make a slide/crash zone and hopefully give some sense of weight to the plane. The pilot was likely heading for the softer jungle at the edge of the table, but fell short and crashed into a solid stone hill. Otherwise an old corral/pen containing barrels and a sabertooth skeleton, a few hills and the usual trees, and the table was set.

A simple “Edge” deployment would be used, along the long table edges, to really start close to the airplane.

A turn limit was set: 6 turns, with a situational 7th if either the black box or engine parts were still in play at the end of the 6th turn.

ObjectivesFor this game Secret Objectives would be used. Specifically the Delta Commando Squad had to “Smash & Grab” the black box and engine pieces from the airplane. The Eastwood Rovers had to “Demolish” the same pair of objectives. And there was a main public Objective of “Capture” with the F-14 Tomcat being the contested objective.

The black box and engine parts were represented by pieces of actual computer RAM, which looked pretty neat and fit well! They would have DEF 2 and HP 10.

Features
As for Features a few “Weapon Emplacements” were used as part of the airplane. Specifically a Flare Gun (represented by the black minigun on the model), and a pair of Wagon Blazer equivalents (basically flamethrowers) which originated from the missiles hanging under the swing wings.

Posse:Delta Commando Squad – 130 IP, $1,700 ND, 4 traits – PDF – Saloon
I busted out some old, old figures for this posse. Like high school era Plague Marines from Warhammer 40,000. One of the few times I tried to do a consistent, matching color scheme. I also used my new-ish Dilophosaurus toy dinosaur, made famous as the “spitter” from Jurassic Park.

As mentioned above the intent was the mirror some of the functionality from Dota 2 items into Dinosaur Cowboy characters. Starting with Vanguard (a shield in the computer game) who is represented here by DEF 3, HP 14, and the Thick Skin trait (a one time boost of +2 DEF). Next up was Bloodthorn, a midrange damage dealer with a Volcanic Pistol and Coil Gun for utility. Then the sniper Desolator who has a Twin Rifle, but the miniature has a massive lascannon haha. And finally Skull Basher, a melee monster with a Claw Axe and one of my favorite close combat traits: Onslaught (+4 Attacks instead of +1 on Charge). The Dilophosaurus was bought as a Raptor, in this case named Iron Talon, who is Feral but has no traits.

The strategy and plan was to rush and capture an objective and hurry it off the table with Skull Basher. Sort of a trade off since he ideally wants to be moving forward into melee, not away from the violence. But he’s also significantly faster than the rest of the human members. Otherwise the rest would setup a perimeter, rain down fire, and let the dinosaur distract and hold off the enemy.

Posse:Eastwood Rovers – 130 IP, $1,700 ND, 4 traits – PDF – SaloonI think this is the debut of one of my new-ish (notice a trend?) miniature that looks vaguely like Clint Eastwood from his spaghetti westerns. I mean not as much as another mini I have, but certainly a generic looking cowboy fellow. I had painted a “fan the hammer glove” on his hand, to help grip the hammer. Otherwise the miniatures should look familiar, except maybe the defector Plague Marine. He was actually from an old, old game I wrote called “Twilight” (yes, before the movies), which is why he’s customized for an RPG and on a hex base.

Also yes I know the posse picture above is washed out. I didn’t have much luck, but the rest of the photos are spot on, thankfully.

Anyway to celebrate the newly painted miniature the rest of the posse is somewhat Eastwood themed. The leader is named Pale Rider and has a massive Ranch Blaster, with the usual plan of using Fan the Hammer weapon ability then the Speed Reload trait to be ready to rock. Alexander Keith is my recurring bartender character, and a paintjob I love. He had the mighty Streetsweeper Shotgun and the dicey, but potentially life saving trait Inspire. Sister Sara is the medic, because I really like the healer type traits like Doctor. D12 times two is a lot of potential healing. Powder Monkey was a funny case, since he looks like a Savage but is actually a Neotechnoist. So a reversal of the usual “going native” empire soldier, and is instead a naturalized wildman trying to meld with the upper classes. And finally the defector from the Delta Commando Squad was represented by Dominator (from the Dota 2 “Helm of the Dominator”). He had a Cutlass but likely not enough Defense or Hitpoints to reach combat with it. The dinosaur was a Fin, one of Papo’s better sculpts (which is saying a lot considering their high quality!) who is named after a less popular Eastwood movie: Eiger.

The plan is simple: shoot objectives. Pale Rider will be the main attacker in that case. Sister Sara will move forward with Keith, Powder Monkey, and Dominator, and try to keep them all healthy. Eiger will likely shield Dominator, or try to get into close combat as a team.

Turn 1
The Delta Commando Squad setup first, opting for the right side, or east, or kitchen-ward, haha. They were able to deploy Skull Basher far enough forward that he could reach the black box objective on the first turn. On the opposite edge the Eastwood Rovers set up in a fairly tight formation, since there were no explosive weapons to fear.

The first turn more or less nullified the Secret Objectives, which was kind of funny. Pale Rider and Alexander Keith were able to destroy the engine parts objective on their side of the table. And Skull Basher grabbed the black box on the other.

In terms of shooting at living things Powder Monkey managed a lucky hit on Iron Talon that caused Panic. The dinosaur had edged forward around the hill, but still presented a fairly big target. Iron Talon attempted a far 5″ Charge against Eiger, but failed and was a bit exposed. From on top of the hill Desolator hit Alexander Keith for 6 damage. The bartender then failed his Bravery Test and would be Fleeing. The Commando sniper had a fairly good view of the battlefield, but the F-14 Tomcat did a good job of blocking line of sight for some of the approach.

Turn 2
This turn the dinosaurs met in combat. For all the thematic dinosaur training and discpline, and both player’s idea of using the dinosaur to distract human enemies, the beasts still went right for each other and started tearing in. Iron Talon succeeded at his much closer 1″ Charge, hitting Eiger quite handily. Bloodthorn mounted the tall hill the F-14 Tomcat had crashed into, and fired down at Eiger. The Fin dinosaur took a pounding and was quickly down to 6 HP.

Meanwhile Skull Basher rushed the black box towards the table edge, as was the Delta Commando Squad secret objective. Vanguard mounted the plane, trying to draw a bead on an Eastwood Rover. The leader trusted in his DEF 3 to keep him safe in the mean time.

Sister Sara did her medical duty and healed Alexander Keith back to full Hitpoints, thanks to her Doctor trait and Small IRP. Keith had fallen back from Fleeing. The pair were a bit away from the plane, under the wing of which Dominator advanced to try to avoid shots from Desolator.

Turn 3
Both dinosaurs were in rough shape after being the focus of various attacks. Dominator rushed out from under the plane wing, used his Berserker trait for +2 Attacks, and managed a Charge against Iron Talon. The Cutlass did solid work, hitting for 9 damage, which left the surprised Iron Talon with a mere 1 Hitpoint. The dinosaur Panicked at this.

Unfortunately for the Delta Commando Squad player, Iron Talon had a 1A-5D claw, Eiger had 6 Hitpoints, but because Iron Talon had 1 Panic he suffered -1 Damage. Amazingly though the attack was a Critical hit, resulting in exactly 6 damage, so Iron Talon killed Eiger. But Sister Sara was quick to finish up Iron Talon, similarly killing the wounded beast.

At this point Skull Basher successfully captured the black box objective by bringing it to the table edge. Hooray for them!

On the deadly hilltop, Powder Monkey hit Bloodthorn quite hard, making the commando Flee. In return Pale Rider takes a tiny shot from Vanguard, who then ducks off the exposed top of the airplane.

Turn 4So far Dominator has been called a defector. But from the Delta Commando Squad point of view, he’s a stone cold traitor. The voodoo of dice agreed, as Bloodthorn lined up a pretty tough shot from his elevated perch. Then proceeded to 1-shot Dominator with an amazing roll. He hit for 10 damage, and Dominator only had 8 HP. So that was a surprising turn of events.

Unfortunately for Bloodthorn this was also his doom, as Powder Monkey returned fire and avenged Dominator’s death by killing the enemy commando. So far Powder Monkey’s Bronto Gun hasn’t been hugely needed, as he’s shooting DEF 0 or 1 targets.

Meanwhile Pale Rider hugs the rear fin of the airplane, and not to be outdone, returns the 1-shot by outright killing Desolator. There was some concern for the Eastwood Rover player whether they’d ever be able to safely advance under the sniper fire of Desolator. But a solid roll with a Ranch Blaster sorted that problem out right quick.

In response to the unspoken leader-to-leader challenge, Vanguard boldly stepped onto the top of the airplane. He activated the Thick Skin trait, which gives +2 Defense until the start of his next activation. So total DEF 5…wow. Call the Bronto Gun pronto!

As if to demonstrate how feebly the enemy shots will be, Alexander Keith climbs up the airplane wing and tries to hit Vanguard with his Streetsweeper Shotgun…on a 13+. Needless to say he doesn’t have much luck with 2 Attacks.

Turn 5
The Delta Commando Squad started the turn with just Vanguard and Skull Basher left, whereas Eastwood Rovers still had four survivors.

The use of Thick Skin by Vanguard was interesting, since as mentioned the trait stays in effect until the start of his next Activation. Which means he wants to delay activating as long as possible, to tank as many shots as he can.

The turn starts well in that regard as the Eastwood Rovers win initiative and have to activate first. Powder Monkey moves to the edge of the stone hill and tries his Bronto Gun, needing a mere 8+ to hit. No luck, a miss!

Pale Rider sees the armored beast of Vanguard, and decides to switch targets to Skull Basher instead. He moves to Short Distance, grips his Ranch Blaster, and uses Fan the Hammer for a brutal 6 damage hit that makes Skull Basher Flee.

Vanguard is still trying to hold his activation, so Skull Basher runs away due to Fleeing, then tries to Hustle back. Certainly not the most effective posse member due to spending half the game herding an objective, then getting shot in the face when it’s time to chop things.

The Eastwood Rovers win the next initiative, so Vanguard gets possibly the best value out of Thick Skin ever as he maintained it through 4 enemy activations. However Alexander Keith and Sister Sara are focused and on a mission to roll some hot dice. Keith hits for 7 damage, even though he needs 11+, and this makes Vanguard Flee. Then Sister Sara hits for another 7 damage (at 10+ to hit) which outright kills Vanguard! And to add insult to injury Skull Basher fails his Bravery Test for having his leader taken out of action and is Fleeing.

Turn 6
At this point the game was pretty much over, but the Eastwood Rovers player wanted to get a bit showy in how they kill Skull Basher. First they won initiative, and moved Alexander Keith to the Flare Gun mounted on the F-14 Tomcat. The intent was to get the Illuminate effect on Skull Basher, applying a -2 DEF penalty to make the rest of the posse hit a lot easier. But instead Keith got a Critical hit on the Flare Gun attack, resulting in 4 damage which killed Skull Basher!

So a win for Eastwood Rovers by both objective and posse wipe!

Conclusion
Quite an interesting game. The F-14 Tomcat made a great centerpiece with lots of nooks and crannies to block line of sight in. The game certainly spiralled out of control for the Delta Commando Squad player. Pretty rough having Skull Basher moving the objective for a lot of it. And of course the luck of Keith and Sara both hitting such unlikely, highly damaging shots on Vanguard. Just goes to show as intimidating as high Defense is, eventually weight of fire can bring the target down.

Anyway hopefully you enjoyed the battle report! And maybe the black box will make another plot appearance in a future session…

BackgroundIn the year 2285 the small Louisiana town of New Iberia is now coastal property, thanks to the floods after Eruption Day. The location is far enough east to avoid the wasteland temperatures of the desert, and surprisingly wealthy from pelt hunting of rare bayou dinosaurs. A ragtag group of ex-sailors and dino hunters have established themselves as the Coastal Defense Force. Their leader is Ronan Cioni, a descendant of the Cioni family who were the original post-Eruption reclaimers of the town.
Although their wealth is not advertised in a flashy or grandiose way, one eager and angry man knows all about it. Dash Cioni, the only brother of Ronan, was exiled from the Coastal Defense Force and the town of New Iberia after a messy situation deep in the swamp that resulted in the death of a travelling merchant and his family. The details are hazy and rumors are whispered behind Ronan’s back about the split.
But now Dash wants revenge, and he has used the promise of New Iberia’s riches to lure Captain Pellham and his Murkfoul Raiders, a rough band of pirates and poachers.

Table SetupI decided for this battle to use my new naval ocean looking cloth from Sails of Glory to represent the watery swamp along the outer coast of New Iberia. I used the underside of this very same cloth for my last Christmas battle report. The downside is my camera gets a bit confused and tries to balance the colors to a yellow/orange tinge, which you’ll see in the pictures. Just think of it as the gross, unbearable humidity of the southeastern USA coast.

For the table setup I went with an open ocean on one edge, where the Murkfoul Raiders would have their small sailing ship. Then inland from that a series of shoals and sandy beaches. I setup an old iron cannon on a high cliff surrounded by sandbags, which ended up looking great. Then the rest of the map is scattered islands, old ruins, a mishmash of bridges, and eventually the Coastal Defense Force “clubhouse” that is a rundown, swampy looking shack.

I decided to start this battle after the Murkfoul Raiders had left their ship and successful taken the cliffside cannon. Meanwhile the Coastal Defense Force would be responding and further out from their bayou shack. This meant a slightly modified Deep Corner deploy, in that each posse could deploy up to HALF the table width. Which made for some immediate, deadly fights.
For Features the water is Populated Water (2A-2D CTN 7 attack if you end in it). This wouldn’t affect dinosaurs who are used to living in the swamp environment, but would somewhat dissuade characters from entering the depths.
To balance this and still allow mobility I did a houserule that if you could move from island to island (across the water) you could basically “jump” and ignore the Difficult Terrain. This meant all the middle islands were easily traversable as you could hop from landmass to landmass.
For Objective I considered something fancy, but went with a straight up Shoot Out (aka kill ’em all). There is a Turn Limit of 5 for this battle.

Posses
The first thing you might notice with the two posses are they have a lot of money, to the tune of $3,000 each. The reason for this is to play the rarely utilized “top tier” dinosaurs of Titan and Longneck. The Titan would be represented by the old crocodile toy I bought for the Battle to Seattle campaign, and the Longneck would be the Papo Brachiosaurus from the same campaign.
I can imagine the Titan crocodile swimming alongside the Murkfoul Raiders skiff, then bursting from the depths to bite an enemy in half. Similarly the Longneck would be at home in the swampy terrain, with it’s long legs carrying passengers clear of the muck.

Posse: Coastal Defense Force (310 IP, $3,000)Get the PDF Roster or View in the SaloonAs mentioned this posse is lead by Ronan Cioni. I wanted to get the “pelt hunter” feel so I went with my newish scale cloak wearing pistol and warhorn guy, in this case a Carbine and Totem.
Ronan’s two closest friends also happen to be brothers, just ones who are on better terms than Ronan and Dash. Arnold Bridgers is a sniper who is very far from his Neotechnoist home. In his travels south Arnold discovered a bit of a medical leaning, so he has Triage. The Try Again trait he also has fits pretty well with the “all or nothing” 1 Attack rifle. Luke Bridgers is the opposite of a sniper, preferring an Enforcer Shotgun and a bit more toughness. I could see the two of them having a storied past from their ~1,700 mile trek from New Haven. Also a note on miniatures, I LOVE the old Space Marine Scout sniper that I used for Arnold, he reminds me of a Ghost from Starcraft, and I’d really like to get and paint a new one. I can’t strip the old one because it has so many memories (playing cards on the shoulder because I was obsessed with 58th Wild Cards in Space Above and Beyond, kill markers on the gun barrel cause that was 1990s cool, bright green nightvision because what other color would I ever do, cliche camouflage cloak, etc.).
The next member is an old timer named Donato the Blue who is the one true sailor, having built and used his own ships for decades. His nickname is from his love of the ocean. He uses a decommissioned Rotary Rifle found in an abandoned silo, and keeps a Clark Airgun handy to push foes away if they get too close to him and the gun.
The final member is Ali Paek, an ambitious youngster from New Iberia with plenty to prove. He wields a hand-me-down Ultra Repeater and tends to be the happiest and most motivational of the group, thus the Get In There! trait.
For the dinosaur the Coastal Defense Force got a Longneck, rightly named Queen of Iberia. I could see this gentle beast covered in streamers and flowers while parading down main street. She’d be fiercely loyal and have many years of experience hunting smaller dinosaurs as part of the New Iberia pelt trade.

Posse: Murkfoul Raiders (310 IP, $3,000)Get the PDF Roster or View in the Saloon
The Murkfoul Raiders have a loose ship crew feel to them with various named ranks. Captain Pellham is the natural leader with a Rustler Revolver (a suitable pirate/bandit-y gun), and wears extremely sturdy armor as a sign of his station.
First Mate Quinn is older than the Captain, but still loyal and happy with his lot in life. He mirrors the Captain by using a powerful Stampede Pistol. Somehow after years raiding and pillaging and living in muck and swamps Quinn hasn’t died yet, so the Lucky trait fit well. Speed Reload seemed like a neat story point in the sense of a quiet, unsuspecting old man who can rapidly load a gun out of reflex from some past military service.
Quartermaster Hank is potentially more loyal to his Laserbow 80, lovingly named “Starfire” from some sci-fi book he found as a child. Hank is the prime poacher in the group, preferring to use Attack – Surprise and a single arrowbolt to kill a foe in one shot.
Officer Russell is a disgraced serviceman who is dour and unhappy as he drifts from one depressing raid to another. He uses a Superior Bronto Gun, wears a dark, grumpy cape and big Witch Hunter style hat.
The final member is Dash Cioni, who motivated the Murkfoul Raiders in the first place to attack New Iberia. Unlike his brother Dash focuses on melee with an aptly named Feudbreaker. He’s ripped the Harpoon Gun from the Murkfoul ship and plans to skewer the first enemy he sees. His combination of traits is set to work WONDERFULLY in the swamp, as cliffs will be no problem to climb, especially in combination with his faster-than-a-dinosaur base Speed of 8″.
And as mentioned the dinosaur is a Titan named The Deep One (very Cthulhu vibe), carrying a swarm of ravenous young on it’s back as it waits to feast on entire villages after the Murkfoul Raiders attack.

Game Summary
Instead of turn-by-turn notes I wanted to highlight some fun parts and then show a bunch of pictures.

Like a cheesy horror movie the upbeat and hopeful whippersnapper died first. In this case Ali Paek got charged by The Deep One on the first turn and died in a single hit. Thematic as heck, but sad to be Ali!

Donato the Blue then had an ongoing battle against both The Deep One and Dash Cioni. Dash failed a 2″ Charge up a cliff, which was hilarious. Even more so when Dash was STILL trying to be greedy and Charge (1A-9D Feudbreaker to 2A is so tempting) and failed AGAIN. Basically Donato survived an extra turn or two thanks to Dash’s ineptitude. Eventually Donato did get cornered in melee with The Deep One and couldn’t use any of his guns (minimum on Rotary, and Push wouldn’t work on a dino in melee), so he tried to escape combat and died to a Snap Attack. Donato did at least mow down Dash first.

The middle of the map was a bit of a positional shoot out, with Ronan doing his best to fight there while still supporting his right flank. He was against a mix of Quartermaster Hank and Officer Russell (who also split his attention until The Deep One had the situation near the shack under control).

Quartermaster Hank missed his Attack – Surprise shot that could have done 12 damage, and died soon after from Ronan’s Carbine.

Since the big dinosaurs had deployed on opposite sides of the table they didn’t end up in a massive fight. Instead they did huge damage to the lowly humans. Both were more or less ignored for return fire and took less than 10 damage apiece.

Arnold Bridgers the sniper was the most sniper-y sniper I’ve seen in a while. He stayed planted on top of the hill he deployed to and consistently hit his Lever-Action shots. Near the end as The Deep One closed in (after killing the entire left flank) Arnold even busted out his shotgun. By that point BOTH his guns ended up needing a Reload, but that was right at the turn limit so he survived.

Luke Bridgers had less luck than his brother, taking an early shot from Captain Pellham and then scrambling the rest of the game to reload, heal, and survive. He didn’t get to use his Enforcer Shotgun to it’s full potential unfortunately, as the Murkfoul Raiders had such a commanding position to assault on the right flank.

Captain Pellham was fearless the whole game, moving forward TOWARDS a Longneck dinosaur to secure the kill on Luke Bridgers, then Fleeing melee after getting Trampled by the dino, only to heal using his Small IRP and survive a whole extra turn. Him Fleeing was especially beneficial as the Rustler Revolver has a minimum range of 1…always keep a way to shoot people in melee! Eventually the Captain was sniped by Arnold though as revenge for the death of his brother.

First Mate Quinn had the best use of Lucky I’ve ever seen, although he still did eventually go down. After being engaged by the Longneck the Quartermaster managed to turn a 1-hit kill into surviving with 1 Hitpoint thanks to Lucky. Quinn even managed to Flee and keep away well enough to survive (with 1 HP) until the end of the game.

As for the “special weapons”, the Harpoon Gun of Dash was never used (sadly), and Ronan’s Totem was but failed to hit enough to trigger Terrify. The Rotary Rifle (in combination with Attack – Dire) did a terrific job of consistent damage though. The Bronto Gun, even with the post-BTS-campaign nerfs, was excellent as always, especially in these higher level battles with more Defense.

The Populated Water resulted in the only damage Officer Russell suffered. The underwater dinosaurs also tried to bite Dash Cioni (after he failed to Charge up the cliff) but didn’t manage to hit him. Jumping between islands work wonderfully and meant the middle saw lots of movement and action.

Conclusion
In the end the turn limit was reached before a decisive victory either way. The Coastal Defense Force was down to Arnold Bridgers (unwounded but with two empty guns) and the Queen of Iberia with 27/37 HP. The Murkfoul Raiders had First Mate Quinn on 1 Hitpoint, Officer Russell with 7 HP, and The Deep One relatively untouched at 28/32 HP.
So a technical win to the Murkfoul Raiders for having more survivors, or really to Quinn for escaping death that whole time. I think given another turn or two Arnold would have been eaten, Quinn would have been shot, and the dinosaurs would have ended up duking it out. That would have been an interesting fight, especially since both still had their Attack – Inspire left (they could eat/stomp a character with it and recover HP) and the Longneck’s lower damage profile was balanced by her Big Game Hunter trait.
Regardless the Murkfoul Raiders broke through the Coastal Defense Force just enough to grab a bit of loot and damage the clubhouse shack, but certainly not enough of a rout to completely pillage New Iberia.

Anyway the game was lots of fun and I liked the varied terrain and background story (amazing how much a little story adds to the tenseness and excitement of a situation). I had these posses built over the holidays and meant to play back-to-back with my Christmas report, but didn’t find the time. So I’m glad I got to the battle report pretty soon after.

v2.6 rules are feeling terrific, no glaring changes that I want to do. I might have finally tweaked and modified the game to it’s final state?! What does that mean for this blog? Well…an exciting announcement soon will shed some light on that.

Merry Christmas and Happy New Year to everyone! I hope you had a great winter and a great year. I printed a bunch of posse rosters before my Christmas vacation, and intended to play a game of Dinosaurs Cowboys during that time. But family, friends, and general life got in the way, so I’m retroactively scheduling this report for Christmas day (when I really wrote it January 5th :) ).

When you think of Christmas a lot probably comes to mind. If I mentioned Christmas movies the memories might narrow a bit, and definitely vary by person. For me Christmas Vacation is a classic (not quite as classic as the original Vacation, but that’s because they nailed family road trips so well). One of my favorite scenes is in fact the opening sequence of the Griswold family driving their car to chop down a Christmas tree, quoted from the movie as:We’re kicking off our fun old fashion family Christmas by heading out into the country in the old front-wheel drive sleigh to embrace the frosty majesty of the winter landscape and select that most important of Christmas symbols.
I actually cut down my own Christmas tree annually with my family, because it’s a really fun tradition, and until I got a van it was hilarious fitting the tree on the roof of my subcompact. This years is pictured below to the left.

So translating this to Dinosaur Cowboys was a snap: the Objective would be Capturing a Christmas tree in the middle of the field. The four Griswold family members would be involved and their dinosaur would be blue and named the Front-Wheel Drive Sled.
Who to fight though? Surely not Santa, for his powers are too great (for some reason I could see Will Ferrell saying that line, haha). How about Santa’s Helpers? What about if they’re led by an old Battletech miniature renamed the Iron Arm of Santa? Maybe there can be some elves and a nutcracker?

Anyway I meant to do a Christmas report last year too, but really didn’t find the time. This year I was able to find a winter-y enough looking fabric sheet by flipping over my naval ocean mat. Why do I have naval stuff? Why for the terrific game pictured here called Sails of Glory. Then I used some small ornaments on my classic model trees, had a Christmas tree that fit well from a craft store, and put a few statues and bells out for cover.

Oh, and in case you’re still thinking of Christmas movies…there might be a Home Alone related surprise…(aka my favorite Christmas movie)

Anyway onto a battle report that turned out to be everything I hoped it would.

Festive Table Setup
I gotta admit, I’m super happy with how the table turned out. I took the leaf extender out of my games table to get back to the classic, homely, warm feeling of my traditional 4’x3′ kitchen table.

Posse – Griswold Family – $2,000 and 160 IPDownload the Griswold Family PDF roster or see it in The Saloon
Pretty hard to not cheer a little bit for these guys. Clark spared no expense for his O’Sullivan Sixer (one of my favorite pistol names as of v2.6), and has a motivational speech prepared with the “Get in There!” trait. And unlike the movie, this time he did remember a way to cut down the tree! A terrific Mountain Man Axe.His loyal wife Ellen is one of the classic female minis for this game I often name Trista (in fact she was in the first official playtest report of the game). For some reason I can’t make her anything but a sniper, so a Bolt-Action Rifle it is. She similarly has a speech ready for her family, but it’s more calming and soothing (aka “Shake it Off”).
Then comes daughter Audrey with a bunch of gizmos and gadgets like a Flare Gun and Stun Grenades.
And finally Rusty, who has grown up enough to become a fine shot with the brutal sounding Streetsweeper Shotgun (yeah, it’s a nod to a Quake 2 mod I played ~17 years ago that had a minigun firing shotgun shells). In a pinch he can use the Flagstaff to Motivate and heal the rest of his family.
And like I said the dinosaur is named the Front-Wheel Drive Sled. I had bought a new feathery, crazy eyed dinosaur recently, so this gave me a chance to use him.

Posse – Santa’s Helpers – $2,000 and 160 IP
Download the Santa’s Helpers PDF roster or see it in The Saloon
First of all let me explain the mini used for the leader. As I mentioned it is a Battletech mini, a game I played a ton in high school and still own and would play again. The exact Mech is a Warhammer IIC (considered “unseen” due to lawsuit issues with FASA and an anime). I gave it as a present long ago to my Grandad, say when I was 12 or 13 years old. Then when I got back into Battletech when I was 18ish he was kind enough to give it back. I repainted it from the original winter camo (which would have actually been so suiting here) to a nice red/white color scheme with a bunch of dirt and ding marks.And yeah, I basically love the mini, the sentimental value, and the actual stats in the game (more so the original 3025 Warhammer…WHM-6D for life). Anyway he would be the Iron Arm of Santa, with a Klondike 7000 (a pretty Christmas sounding weapon).
Then for my Christmas elves and helpers I went more to the fantasy shelf. Plum Appleseed is an old D&D RPG thief I used (he has red and purple coloring to match his name). Gaston the Cook is his pal, and the chicken topped staff the mini is holding is perfect for the rarely used Dinocatcher. I have a bunch of dwarves, but I dug up an old old old plastic single-pose Chaos Dwarf I painted when I was ~14, and this guy would represent the Nutcracker (with a suiting Greataxe). Then to wrap it up an Elf, which I hummed and hawed over for a while since I used to be hugely into elven archers/rangers for RPG games, so I had lots of options.
This posse would have a Triceratops for their dinosaur, because I actually really like his in-game stats.
Some detailed pictures of the various minis, since I don’t think I’ve used any of them before for this game. They sure do show their painting flaws up close though :)

Objective and Deployment
I decided to go with no special Features for this game, just to keep it simple for the New Year.
As I mentioned the Objective is “Capture”, with the goal being the Christmas tree in the middle of the table. I decided on a “Corner” deployment (instead of the traditional “Edge”) for a bit of variety, and to encourage flanking/splitting up.

To fit with the movie the Griswold’s started mounted riding in their car…um…dinosaur. Which actually works well for the game because the ol’ sled has the Racer trait, which is arguably the best closing mechanism for melee focused entities (tied with “Climber”). Basically Racer doubles your Hustle speed, meaning the dinosaur could go 6″+5″ (ignoring Difficult Terrain of course as a dino). Not too shabby for a Raptor.
The intent was to launch forward, unload everyone, and quickly secure the objective so Santa’s Helpers almost have to assault the high ground, instead of the fight being on even footing.
Also I’m happy to say the snowy base I painted for my red jacketed RCMP officer finally suits the table (far right picture above).

Santa’s Helpers deployed next, in the corner opposite the Griswolds. Plum started mounted on the Triceratops, to better utilize his Carbine (thanks v2.6!). The Iron Arm of Santa was out front, hoping to activate last and maybe sneak a shot in. The remaining members were organized in a flying-V behind a tall hill. Their plan was to edge around the cover, cross the nearby fence, and storm the objective.

Turn 2 – Nutcracker Captures the Tree
Well, call it a day! Except there are still 5 turns to go. But thanks again to his Racer trait the Nutcracker managed to reach the base of the Christmas tree objective, well within the 4″ necessary to capture it.Before Plum could activate Ellen fired on him, hoping to frighten the rider into Fleeing (and taking his dinosaur with him!). Although she hit very well, Plum managed to pass his Bravery Test.
The return fire was ironic as Ellen took enough damage from the Carbine of Plum to force a Bravery Test, which she promptly failed.
Meanwhile the posses broke into smaller teams. Clark and his daughter Audrey moved along the side hill near the Christmas tree. Across the field the Elf and Cook teamed up and reached the edge of their covering hill and advanced towards the fence beyond it.
The Iron Arm of Santa mechanically shuffled directly forward. Meanwhile the Front-Wheel Drive Sled boldly advanced around the side of the objective, hoping to reach the Elf and Cook and hold them up in melee before they could assist at the tree.

Turn 2 end – Ahhhhhhhhhhhhhhhhh
As both posses were within capturing range of the objective, a special event triggered…
That’s right, Kevin McCallister is here to defend the tree. “This is it! Don’t get scared now!”

Kevin gave me the chance to make a ridiculous single character that cost $2,610 and 385 IP (hah) with 8 Defense (Hahaha) and 3 Ranged Target Number (HAHA!!!). How about a Grenade Launcher and Settler Defender and slew of useful traits (Awareness, Try Again, Escape).
In addition I could use the player character mini (a Scout named Dunhaus) from my recent D&D campaign named “Servants of Molagrath”. I custom painted this mini for the campaign (which ran for 6 months recently…basically the giant block of no blog posts here). His tunic even has the little evil red beetle cult symbol of his deity Molagrath. And craaaazy eyes.

This changed the game drastically. Kevin would attack the nearest entity (regardless of posse) where it made sense. Both posses would completely gang up on him in an uneasy alliance. And before either gang could really chip away at him, he’d hop on a makeshift zip line and get away.
But until then he was going to rip everyone apart.

Unfortunately for the Nutcracker, who had raced ahead to get adjacent to the objective, the little dwarf was the nearest target. I’m sure it’ll be fine…how much damage can a Settler Defender at Short Distance really do…with 3 RTN.
Needless to say the Nutcracker soon found himself clinging to life with 1 HP. In a way he was a hero though, as Kevin rolled 2 Crits but also that magical, hope granting result of 1, which meant the deadly shotgun needed to be reloaded.

Turn 3 – Beat Up the Hero
Kevin would roll Initiative just like the other posses, but didn’t quite count for the number of activations. What this means is he would activate once, on the first initiative roll, then not again until the next turn. Which meant if the gangs could weather the initial storm they’d have a full, free turn to shoot at Kevin.

Luck was still with the Nutcracker, as Santa’s Helpers won the all important Initiative roll. Knowing his life was near an end, the brave dwarf roared to the god of thunder (oh wait wrong game) and moved into melee. He used the Turtle trait to desperately try to survive a counter attack. Then he feebly swung his Greataxe, but to no avail. 8 Defense basically meant everyone was hitting on 12+, so they couldn’t get Criticals, and could really only hit on a 1/12 chance per die.
The Nutcracker had a bit more luck when Kevin activated. Because his shotgun was empty, the kid needed to get outside the minimum range to use his Grenade Launcher. Which meant leaving combat with the Nutcracker. Shouldn’t be a problem, right? Actually the Nutcracker managed to hit the moving opponent with his Snap Attack, drawing first blood on the seemingly insurmountable target.

The Griswolds were still in shock from seeing the Grenade Launcher wielding kid appear. And before Clark and Audrey could separate Kevin finished his move away from the Nutcracker and lobbed a grenade at the clumped father and daughter.
Yeah, that hit. And it hurt a bunch, leaving Clark at 2 Hitpoints and Audrey at 5.

Inspired by the shot, the rest of the posses circled Kevin and tried to hit him with everything they had. As an added bonus everyone got closed to the tree Objective, haha.
The dinosaurs piled in as well in an attempt to hold Kevin in place and protect their masters. It’s not like the penalty to hit Kevin in melee with a gun would really matter when everyone was already at 12+.

Turn 4 – Zip Line to Safety
Kevin activated once more, using his Power Glove (unfortunately not listed on the PDF roster since I had to technically break the equipment size limit rules to let him have a melee weapon). He straight up punched the Front-Wheel Drive Sled in the jaw (grill?) for a bit of damage. Then as quickly as he showed up, he zip lined to safety. Probably calling the police or going through a flooded basement.
So in game terms he was done and removed from the match after 3 activations of mayhem. In the end he had 21/35 Hitpoints left, so he took a measly 14 damage.

Turn 5 – Objective? Ain’t Nobody Got Time For That
The first activation this turn was rather important. The Iron Arm of Santa had taken a bad shot from Clark, but hadn’t quite died. If Rusty could activate and blast the Leader apart the remaining enemies might Flee from the Objective.
And even though the Griswolds won the first activation, Rusty unfortunately seemed to forget how to shoot. Seriously the dude needed a single 9+ to kill the Iron Arm of Santa. And Yeehaw! had been used much earlier (I think on Ellen’s first shot when she tried to make Plum turn tail and Flee). And this was with Both Barrels being used on the Streetsweeper Shotgun!

As the Iron Arm survived, he was able to move over and take Clark out of action. The Griswold family stood strong though and neither Rusty or Ellen failed their Bravery Test.
Meanwhile the Elf kept moving forward towards the Objective, his progress slowed slightly since he wasn’t full out Hustling and instead launched silver bolts of energy from his Laserbow. The Cook dove in near the brawling dinosaurs to assist the Triceratops. Honestly though the Front-Wheel Drive Sled (Raptor) was pretty badly hurt, and was clearly outmatched by the larger dinosaur. But the sooner the Triceratops could safely leave combat the sooner it could reach Ellen or Rusty.

Speaking of the dinosaur fight the Cook did manage to finish off the Griswold family vehicle/Raptor. Since the Cook had been untouched so far, Ellen focused her shot on him. She climbed up the slight hill nearby to get a better line, and landed a beautiful shot that forced the Cook to Flee. She also looked awesome doing so.

Turn 6 – Approaching a Tense EndThe turn started with one of my favorite subtle mechanics of Dinosaur Cowboys, and one that catches even experienced players sometimes. That is if a character cannot fully Flee, they are Stunned instead. So basically they lose their Action Phase instead of their Movement Phase.
And this is exactly what happened to the Cook. Because he couldn’t move his full 4″ due to Difficult Terrain crates and hills, he instead was Stunned. Which meant he could still advance towards Rusty. He just couldn’t attack once he saw him.

But Rusty had much, much bigger problems. About 9 tons of problems named The Hoof of Christmas. The Triceratops easily moved into melee with Rusty. And another subtle, often overlooked mechanic came into play. But the stout teen was unwounded, so a single attack wouldn’t drop him. So instead the dinosaur used his Beast attack “Trample”. Oh right, those Beast attacks! (I’m sure you’re saying)
In case you’re not familiar, for a 2 damage penalty a dinosaur can use Trample which has the special effect of 4″ Pushed. Best demonstrated with the pictures below: the peaceful tree and dinosaur before, and the super flung away Rusty after (including some minor Falling damage!)

Turn 7 – Decision Time
This turn actually began with the last picture above, which might be obvious since all the Moved & Acted tokens are cleared. But it started with the Triceratops activating, moving back into the recently Pushed Rusty, and smashing him again with Trample for ANOTHER 4″ of Push.

There was no way Rusty would reach the Objective this activation. But by pursuing him the Triceratops had also placed itself outside the capture zone.
Which meant the Cook was the only person on the Objective. The Elf was close, but had failed his Bravery Test when the Iron Arm leader died, so he was still getting back to position.

So if Rusty and Ellen could kill the Cook they might have a chance of a tie game. After picking himself up from the Trample, Rusty moved slightly to get into the best distance bracket he could, and used Both Barrels on the Cook, leaving the halfling with a mere 3 Hitpoints.

All the pressure came down to Ellen’s shot…
With her Bolt-Action Rifle and combat modifiers she needed a single 9+ on 3D12. Tense, very tense… aaaaand she managed it, killing the Cook.

The raging Triceratops remained, as did the Elf. But the turn limit was reached. There was only a single activation left, of that Sweet Little Elf and his Laserbow.

And with a Hustle he was just BARELY able to get within 4″ of the Christmas tree Objective. No one else was even close.

So Santa’s Helpers won! They were able to fend off the fanatical tree cutting quest of the Griswolds, as well as weather the storm of the McCallister kid.

ConclusionGuess what? This match was fun. Not much else to say. The posses used a lot of neat weapons (although the Dinocatcher and Flare Gun missed the 1 or 2 attacks they tried). The Objective battle was very tense. I’m happy Trample got to shine. All in all there were a lot of tense moments and close calls. For example the Elf failed his Bravery Test from the leader dying because he rolled an 8 but had 9 BTN (default is 8). So because he gave up some BTN for a few Improvement Points he nearly didn’t reach the objective.

Anyway I hope you enjoyed the report. I know I haven’t been posting here a lot, but like I keep saying Dinosaur Cowboys is always on my mind and in my heart, and I’ll keep coming back to do battle reports when I can. They just take a bit of time (around 1 hour to play and photograph, and then 3 hours to write up and format).
I actually have another report setup, I just need to find the time and opponent to play. I’m going to flip the ocean fabric seen through this report to the blue side, then have a bunch of islands to represent the new coast of America. Basically some swamp land raiders against a coastal defense force.

Otherwise 2016 might be the first year since I first developed the game that I don’t release an updated rules version. v2.6 is in a great place, I’ve been enjoying it a ton. And like I’ve (naively) been saying since v1.0, at some point I need to stop tweaking the game.
Although it’s tempting to go back to my roots and release a set of “expansion” rules…maybe called Skies and Slums. Not that I have brainstorming notes on that very topic from March this year :).

My life has been pretty busy recently so I haven’t had a chance to sit down and play Dinosaur Cowboys really since the successful release of v2.6. Plus I generally like to take a bit of a break after each release. But a few new additions to the ol’ tabletop motivated me to find the time to sit down and play.First of all I painted a new mini: Mad Max. If you already read that post you might notice some duplicate pictures here, but you’ll live.
Second of all I finally based my little Exxon gas station signs. And finally I finished spraypainting the ruined building I bought a while back. I also put some paint on my Dodge Challenger model (slightly out of scale) from 7-8 years ago (time goes so fast). Still not fully finished it (as I hate painting vehicles), but close enough to look good on the table.

For some background to the game I thought I’d break the Dinosaur Cowboys history a bit and have a fueled car for one of the posses. Also the gangs would be fighting over a few liters of precious gasoline from a ruined Exxon station.

The Table SetupRight on the northern border of Texas before the boiling desert wastes of the south is a lone two pump Exxon station, ravaged by time and long forgotten by travellers. Except one, old Crazy Carl (Mad Max), who has heard rumors of the precious black juice to fuel his “Orange Lightning” car. The station is slightly east of Perryton and was expected to be empty. Little did Crazy Carl know but the Guzzoline Expedition from the madness filled and barely habitable town of Amarillo had also set out to search the nearby country roads for precious gasoline.

As you can see from the table I recreated the rough county road near the Exxon station. I used my new fences and cacti to create the stereotypical Texas feel. I also angled some of the fences and had them run into terrain to make it feel like sand and dirt had broken and mangled the once straight lines. The gas station itself has the skeletal remains of some giant feline beast, plus various crates and craters around the back. I used my half-painted propane tank model as well, which fits in perfectly. The Exxon signs really bring the whole scene to life, and are random purchases from a railroad set.

Objective and Deployment
I’m going to be honest, I meant to use the Capture objective (for the gas station itself, most people inside at the end of 7 turns = victory), but pretty much just did a standard Shoot Out instead, haha. For deployment the closest applicable type was “Corner”, since Crazy Carl’s Roadwarriors would setup along the northwest bend of the road and Guzzoline Expedition somewhat opposite them approaching the T-intersection.

Both posses had $1,500 and 150 IP and 4 traits.

Also the road itself was a “Road” feature, which meant anyone starting their move on it would get +1 Speed. This included Hustle and Charge as well, so you could really go far if you stuck to the pavement.

Posse – Crazy Carl’s RoadwarriorsFirst off Crazy Carl’s Roadwarriors. I envisioned the posse as a motley crew that Crazy Carl had assembled as he travelled the highways. The main focus would of course be “Orange Lightning”, the Dodge Challenger model I had. I toyed with the idea of some car-specific rules as a one-off, but decided to instead represent the car as a Horned Triceratops dinosaur. Big enough to fit everyone if needed, but bulky and powerful like a car. Crazy Carl got a Breach Gun, since a big shotgun is iconic to Mad Max. Vennie the Quick was a pretty standard midrange fighter with a Carbine in case she wanted to stay in the car and fire it. The Natural got the classic Low Burst Rifle with the Attack – Punishment trait to up the damage when necessary. Hadlock received a single big pistol. All in all a pretty standard v2.6 posse, especially when it came to stats (+1 DEF across the board, RTN of 6 or 7, etc.).PDF of Crazy Carl’s Roadwarriors posse

Posse – Guzzoline ExpeditionThe Guzzoline Expedition was supposed to be Neotechnoist led from the extremely hot and crushingly depressing town of Amarillo. In the communal “heat craziness” of that outpost, the town leader decided to send Stefan “Blue” Stu, his best friend Hank Mardukas, and a slow-but-steady Plated dinosaur to scout to the furthest northern tip of Texas in search of gasoline. The town leader wanted the gas to power a generator for his icechest. Clearly the noblest of expeditions.
Along the way Stefan picked up an even more outlandish ally named Gary Gary Gary, who showed up in camp one day and kept saying “You’ll need my shotgun, trust me”. A dark and brooding priest named Father Richard completed the gang.
Stefan Stu would be long range focused with a Lever-Action Rifle and excellent RTN. His friend Hank would use a Blasterbow and be pretty generic. Gary Gary Gary main characteristic is his extreme toughness and Enforcer Shotgun (clearly this would be a “battle of the high end shotguns”). And Father Richard had an old Yannigan Pistol and some motivational words from his sermon days (via the “Get in There!” trait).PDF of Guzzoline Expedition posse

Turn 1 to 3 – Posses Approach
The first few turns were surprisingly quiet. The posses started so far apart, and aside from Stefan’s Lever-Action Rifle there wasn’t much long range firepower. The Roadwarriors deployed entirely in the car (aka Mounted), mainly for flavor. The Guzzoline Expedition started in a line around their dinosaur, ready to advance up the road.

Both forces started to pull around their respective corners and take up position. Stefan ducked behind the far, far, FAR crates near the T-intersection (which would be a mistake as his 20″ range missed a lot of the initial fighting). Hank hung behind the gas station, while Gary dove right into the building to take up quite a defensive position. Father Richard started across the road to the north side of the battlefield, hoping for a flank for a few back shots.

Right near the end of the third turn Crazy Carl lived up to his name and gunned it in the Orange Lightning car. Basically he pulled a Dukes of Hazzard maneuver and drove straight towards the gas station. Vennie and The Natural had already shoulder rolled from the speeding vehicle (aka Dismounted) and after the car smashed through the fence Crazy Carl and Hadlock did the same.“Those crazy Duke boys are at it again”

Turn 4 – The Exxon StandoffThis turn opened with The Natural rushing across the road, and with the speed boost reaching a cacti for cover. Vennie swung around the back of the car to try to cover the Exxon station. Meanwhile the Plated dinosaur from the Guzzoline Expedition did a Charge forward to reach Orange Lightning. Dinosaur vs car!
The real issue was around the Exxon station itself. Gary and Hank were able to support each other inside the station, behind the tall walls. Outside Crazy Carl and Hadlock waited. Neither side wanted to make the first move and get shot by the enemy support team. So for now the focus shifted to the dinosaur melee as both sides tried to burn Activations before needing to end the standoff. Like I said in the preliminary comments, this really turned out to be a “battle of the shotguns”. Gary with his Enforcer Shotgun and Crazy Carl with his Breach Gun.

Eventually one side of the standoff had to move. Hadlock fired at Rodger the Dodger (the Plated dinosaur) and backed up behind the propane tank, which meant the 2vs2 had become a 2vs1. Hank responded by advancing to the cover of a crate and shooting at the orange car. Crazy Carl responded in kind with a bold move to the opposite side of the crate, and a point blank shotgun blast (in fact he used Both Barrels)! Similarly Gary jumped over the Exxon wall, careful to stay out of sight from Vennie, and unloaded into Hadlock (causing him to Flee), but also emptying his gun in the process. Quite a flurry of activity!

Turn 5 – Crazy Driving
The Roadwarriors were in the nerve wracking situation of giving up the first kill. Hadlock was low on Hitpoints, Fleeing, and about to be gunned down by merciless Gary (after he reloaded). To stop this from happening Orange Lightning did some crazy driving right across the fence and into melee with Gary. The Plated dinosaur did a Snap Attack as the car moved, but the risk was worth it. The car now acted as a mobile wall of cover and a line-of-sight blocking shield for Hadlock. Plus it looked awesome!

Left on his own the dangerously exposed Plated dinosaur settled for smashing into Vennie, causing her to Flee from the damage.
Across the battlefield the Expedition leader Stefan Stu had erroneously placed himself behind crates, but too far from the action. So he had been Hustling forward each turn trying to get a shot. His chance finally came and he could fire on the wounded Vennie, landing an amazing hit from his Lever-Action Rifle which took her out of action.

Meanwhile Hadlock ducked behind the car to be safe for a turn. Crazy Carl swung back around the Exxon station and fired into the Plated dinosaur, landing a smashing hit that took the wounded creature out of action.

Turn 6 – Clearing Room to Room
Now that Gary was outside the Exxon station, Crazy Carl took the opportunity to hop the wall at the end of the last turn. This put him in a prime position to fire at Hank, if he could get around the corner in time.
Instead Hank activated first, edged to the rusted and crumbling store shelf, and fired around the corner at Crazy Carl. Although hit the damage wasn’t enough to take the Roadwarrior leader out, and swift retribution was lined up at the end of a Breach Gun.

Across the street Father Richard and The Natural had been engaged in a back-and-forth game of chasing each other around a hill. But Father Richard turned his attention back to the main battle for a moment, aimed at the orange car, and fired again and again, leaving Orange Lightning a smoking ruin (and clearing a lot of the table!). This left Hadlock dangerously exposed, but Gary decided to move back into the Exxon station to take Crazy Carl head on.
He wouldn’t get the chance. Stefan Stu, ineffective for most of the battle, moved across the road to get a clear shot through the front doors of the Exxon station. Luck was with the Expedition leader as his shot hit and killed Crazy Carl.

Turn 7 – Cleaning up the Streets
At hearing his leader die, Hadlock tried to Flee. But he was right at the edge of the table, so he got Stunned instead. The poor old cowboy stood shocked as Gary climbed out of the ruined Exxon station and fired a flurry of shotgun blasts. After all the fancy maneuvering from the Orange Lightning car, Hadlock still died.
Across the road Stefan could turn his attention to the last survivor of the Roadwarriors: The Natural. The Expedition still had Father Richard (a bit wounded), Stefan (slight graze), and Gary (who would heal back to his full impressive 13 HP thanks to his Large IRP). The situation was grim for the Roadwarriors.
There was a ray of hope as The Natural managed to kill Father Richard after the preacher emptied his gun at him from atop a hill. But the Roadwarriors were still in a 2vs1 situation.

Turn 8 – The Noose Closes
Although The Natural managed one more shot at Stefan, eventually the noose of Gary and the Expedition leader closed and they shot down the last survivor of the Roadwarriors. Victory to the Guzzoline Expedition! (Also quite a few turns, but that’s mainly because the first 2 or 3 were getting setup around Exxon).

Conclusion
So the Guzzoline Expedition got what they came for: gas! And Crazy Carl was sent back into the wasteland with a ruined car and beaten allies. The game was a lot of fun, and as usual the ruined building representing the Exxon station worked well, made for a tense standoff, and naturally became a focal point for the conflict.
Initially I had planned a third posse to join the fight, to represent the wild savages roaming the Mad Max world: The Bartertown Slaggers (PDF). My plan was to have them spill out from a basement trap door of the Exxon and just attack the nearest target. This would be especially effective considering how many people were within Charge range of the building. They were definitely built as a v2.6 melee posse, with some fun weapons like the Ion Blaster, Coup Stick, Feudbreaker, etc. But in the end I figured the fight between the Roadwarriors and Expedition was close enough that it didn’t need to be disrupted. Maybe in the future I can do a rematch!

Anyway I hope you enjoyed the game session report! Like I’ve said many times, I’ll always try to get battle reports up, even if I’m not actively working on the rules, or am busy with other projects. Certainly not the same volume or speed as other months, but at least you know you’ll have Dinosaur Cowboys fights to read about!

I’ve been making v2.6 changes all day, mostly around Traits (which tediously require updating the Trait document, re-pasting it into the core rulebook, then updating and testing the Saloon list, then updating the Quickdraw rules, and updating existing posses including the example ones – what a horrible process but I don’t know how to improve it). So with that said I won’t have a ton of energy to post as many details of my most recent playtest. The game itself was enjoyable, and I think the pictures turned out well. Amazing what a different and unique table setup can do for fun.

Overview
I created two posses that utilize a lot of new features and weapons fresh in v2.6. The terrain setup I used represented an old crater that had filled in with lush jungle. I envisioned some of the trees having a tough wood (that is actually used for Wood Armor) that happens to be poisonous to dinosaurs. Two gangs are contracted by opposite firms to purge out the “bad seeds”. So in other words 5 tree markers and the Demolish objective (with a slight twist of no attacks on the trees from further than 6″, reasoned as the thick bark). The objective factored very little into the game itself though. Otherwise I used a Corner deployment. No turn limit, and the match ended up going to 9 turns as a result.

Posses
Here are the two posses. Don’t worry about the IP/ND not being even, I went for flavor and added things I wouldn’t normally (like one person carrying FOUR types of grenades).

General Williams Brigade (PDF)Posse picture left to right (excluding the dinosaur): Bellgloan, Malius Blaze, General William, Tom West, Unit 4-15-3Lots of exciting features here. The leader (General William) is built for charging while mounted, pure and simple. Charger trait, Onslaught, and a top tier Plasma Lance. Lovely. Malius Blaze would test out the improved flamethrower weapons, specifically the Badlands Burner. Tom West was a Boxer, which meant his fists were lethal weapons capable of 2A-8D. The mini I used is an old D&D guy, the iconic representation of the 3.0 Fighter. I’d love to get a bare knuckle boxer type mini, if I could find one that isn’t some goofball straight from the ring. I guess I could just file/cut weapons off someone. Bellgloan was pretty basic, just testing the interaction of the high attack Klondike 7000 (or ‘K7K’) with the classic Rapid Fire and Go For the Eyes traits. Unit 4-15-3 has a special place in my heart (and not just because that was the name of my Doctor character in my recent Edge of the Empire campaign). I mentioned way, way back that I really like medics and support characters, so Unit 4-15-3 exemplifies this within the current rules. Quick Hands for an easy heal, Doctor because it’s one of the best designed passive traits, and Get Up for some remote healing. Then a SLEW of IRPs, just a ton. He will also test the Pushed capabilities of the Lewis Airgun. Dinosaur is pretty simple, except I’d be using the smaller Horned model I have for a change of pace.

Le’Dorfs Royal Force (PDF)Posse picture left to right (excluding the dinosaur): Iara September, Madhat, Richard Le’Dorf, Glargamar, Corporal Luke Mossly (new mini)Lots more to test with these guys. The leader is taking out The Tombstone for a spin, so who knows how that’ll work. The idea is to use it with Clean Shot for a massive attack (basically 1A-11D with Armor Piercing). He also took one of my favorite named guns the O’Sullivan Sixer, the top tier Six-Shooter. Madhat was purely a grenade man and demolitions expert. With the Thrower traits he could reach 21″ with a Bundle of Dynamite…some arm on him! Glargamar would ride the dinosaur most likely and try to Pull targets in with the Dinocatcher. Iara was a pretty standard sniper with a focus on testing the higher end Frontier Twin Rifle and various traits. Corporal Luke Mossly was a similar support character to Unit 4-15-3 but he went with the unique approach of the Motivate weapons and the Lend a Hand trait. And the dinosaur is a T-Rex named Tiny, so that I have an excused to use the Allosaurus model (since I’ve been overusing my Papo T-Rex I feel).

Table and Deployment

Early Moves
With a lengthier game like this I can’t recall the exact turn by turn details, and I barely took any notes. I’ll highlight some unique or especially exciting parts though. Otherwise just enjoy the pictures!

Awesome moment pictured below where Madhat put his super long range Bundle of Dynamite to good use. Everyone had just dismounted from the Horned dinosaur and spread out. Unfortunately they didn’t have much beyond a 3″ to 4″ movement, so they were quite clustered. Which meant Madhat could hit the dinosaur AND get the 4″ Explosion effect on everyone. In other words four targets for the price of one. I thought the game was gonna be over so quickly after this happened.

Closing the Gap

Nice usage of the Klondike 7000 pictured below. Bellgloan used his traits Rapid Fire (+2 Attacks) and Go For the Eyes (Crit on 10+) for a total of 9A-1D. But his roll was awesome and ended up doing 11 damage. So many bonus Criticals from the trait.

Blood Around the Big Tree
General William got his chance to fulfill his purpose of Charging (pictured below). While mounted on the Horned dinosaur he reached Glargamar (who was also mounted) with a big Charge right by the central tree. With the usage of Onslaught (+4 Attacks on Charge) and his great Plasma Lance (+1 Attack and +1 Damage on Charge) meant he was hitting for 7A-9D. You can imagine how Glargamar felt as he got one-shot killed.

Also Unit 4-15-3 got to really shine, even though he had been Stunned thanks to a long distance Dustbomb from Madhat (you can see the marker in the pictures below). The backline of General William’s posse wasn’t looking so great, but the doc turned it around. He used Get Up! (which doesn’t require an action, so he could do that while Stunned) to fix up the nearby Malius Blaze. Then he used Quick Hands on himself, which also got around the Stunned, and with the help of his Lifesaving IRP healed from 3 HP back to full.

The Lines Push
General Williams did an awesome move forward to get into melee with the clumped backline of Le’Dorf’s Royal Force. Time to Whirlwind…oh yes, what a time it was. He did take a Snap Attack from the King dinosaur, but the trade off was worth it (T-Rex missed anyway). Also Tom West basically punched a T-Rex over and over in a glorious display of martial prowess. Eventually he’d lose the combat, thanks to supporting fire outside the combat (plus a lot of healing of the T-Rex, including a full stage two Get Up!), but it was still an impressive fight.

At this point the dinosaurs had basically pushed through to the opposite deployment zone. So all the “squishy” shooters in the back were suddenly panicking. One of the funner dinosaur usages I’ve seen in a while.

Scramble to Survive
Hilariously enough on Turn 7 the leader Richard Le’Dorf actually got to use Clean Shot (normally it’s an early game opener) because the enemy doctor Unit 4-15-3 had healed himself back up to full. Also Madhat had basically burned himself out of grenades at this point, with nearly everything needing a Reload.

Last Breaths
By this point Le’Dorf Royal Force consisted of Iara and Madhat, or who I commonly refer to as Trista and Khulan. These minis date WAY back to the original Dinosaur Cowboys skirmish tests, like 4 years ago. From the Bounty at Caldwell Lake you can see them fighting together, so it’s neat to have them trying to survive back to back now.
The picture below with the orange D6 rolling a 1 was for the Charge from the Horned dinosaur, which would have wrecked house. The Le’Dorf posse were definitely on their back foot, especially since Madhat had minimum ranges enough that he’d have to resort to unskilled Brawl attacks in melee. So the failed Charge really helped the situation.
Unit 4-15-3 was sustaining himself very well, and actually managed a pretty neat kill. He took a far shot at Iara, who had risked the Snap Attack to leave combat with the Horned dinosaur. Unit 4-15-3 hit on a roll of 12, and left Iara with 1 HP. But the weapon used was the new Lewis Airgun, so the 4″ Pushed actually sent her back into the impassable Horned dinosaur, which triggered the “Push Damage” rule, and she died from that! Basically she splattered against a dinosaur.

All Done
In the end the General William Brigade posse won the day against Le’Dorf’s Royal Force. The game was really back and forth, and I thought it would be over many times before it actually was. What really demonstrates the back and forth are some of the total Hitpoint tallies I recorded. Unit 4-15-3 ended up going through 12, 5, 3, 12 (Lifesaving IRP), 3, 12 (Large IRP). Similarly the Horned dinosaur went 32, 24, 20, 14, 13, 8 (what a survivor). And finally the King T-Rex went 26, 15, 25 (Get Up! II), 14, 9, 19 (Lend a Hand), 15, 6, 3, -3.

What Did We Learn?
A few things, actually. Doctors are awesome, that’s for sure. I mentioned above the “Doctor” passive trait is one of the better designed ones. The reason I said that is because it’s very powerful but also very situational. It can be completely useless or completely game changing, depending on player skill and strategy. It also helps develop and utilize a more niche aspect of the game (some posses don’t even bother with healing). And it also takes some Neodollar investment to work well. But yeah, lots of fun having a “healer” on the battlefield to sustain everyone.
I also realized it’s time to bite the bullet and rename a lot of the Traits. As I look over the (somewhat overly long) list I notice some duplication. Why are Berserker and Rapid Fire a separate trait, when they both give +2 Attacks (just to different weapon types)? There is some attempt at consistency with Traits named “XYZ Shot”, like Knee Shot, Coward Shot, etc. But what I did now is renamed these to an ACTUALLY consistent “Attack – XYZ”, like Attack – Coward, Attack – Inspire, etc.
Balance seems good, and the new weapons are spot on. I tweaked Motivate a bit so you can heal other allies as well as yourself, to really fit the theme. I added a medium range to Lever-Actions to support their 1 Attack. Just minor stuff like that.

So at this point v2.6 is 95% ready to go. I need to do a final readthrough and edit, otherwise it’s just releasing it, updating the Saloon (and posses), posting info to Boardgamegeek, etc. I might get one or two more playtests in (not sure if I’ll record them here), but like I said before look for the rules before the end of April. Maybe a release next week (from the time of this post) in fact!

After that I want to do a battle report featuring my new painted Mad Max style figure, as well as a gas station, Exxon signs, and a propane tank. So that should be pure fun.

I played two games of Dinosaur Cowboys this past weekend with my friends, which were a lot of fun. Then we went on to play some local video games like Blizzard’s Heroes of the Storm for a gross amount of hours, but at least we got some tabletop gaming in too. As a point of interest the two friends involved were the same guys from the “Four Player Madness” report almost exactly 3 years ago. Back then we used wooden tokens and the v1.2 rules, whereas now we had nice jungle terrain, plastic tokens, and the upcoming v2.6 rules to play with.
We used the desert looking table with a standard 8″ Edge deployment along the long table edges. There were a few different posses (built around the upcoming v2.6 rules):

The first game had a raised jungle ruin surrounded by crates. Whoever had more entities on top of the hill by the end of turn 6 (with a possible turn 7) would win. There was also a nearby wagon that had a cannon in the back, facing the hill, and the weapon could be used by an adjacent character with the stats of 2A-7D, 20″ distance.
The posses involved were the Horizon Unimatics Company (me) agains the Nashkel Miners (my friend). There was a lot of positioning and clever range band usage this match. Eventually the Thickskull ended up in melee in the middle against the T-Rex (you can imagine how that went). Although Horizon got the first kill, they had a lot of damage spread around their own posse and eventually the focus fire started enough to kill almost everyone off. Having a person sitting by the wagon cannon the whole game didn’t help the situation in the middle (which really acted more like a deterrent than anything, since I think the cannon was fired only once or twice).
In the end the Nashkel Miners were able to win, both by kills and by objective.

The second game we lowered the raised ruin section and replaced it with a patch of crates. The objective this time was to collect a smattering of dinosaur eggs, although the focus ended up being more on killing each other.
This time the Deseret Raiders faced the Nashkel Miners. There was a lot of nervous ducking behind hills and almost getting pot shots at each other, but eventually the Nashkel Miners rushed their T-Rex forward to force the issue. The Deseret Raiders tried to respond (and if they had hit with the Riot Grenades the game might have gone differently), but eventually the T-Rex got stuck in, tore the Deseret leader apart, and eventually brought down the enemy Horned dinosaur as well. There was a lot of damage spread across the Nashkel posse, but not as many kills, and eventually the Deseret Raiders surrendered when they had a single entity left.

As I played with friends there weren’t as many pictures, just the few scattered through this text.

Boom, it happened, I finally sat down and played Dinosaur Cowboys with Lego Minifigs like I’ve been meaning too since September (jeez has it been that long?!?!). I’ve had all these Lego buildings sitting around just waiting to go. So last week I set everything up, scrounged up enough vaguely weaponized Lego pieces, wrote two full 5 man + 1 dino posses, and played (using v2.5 of the rules). Of course the town used here is different than the one I took pictures of in September, obviously because I’m not going to leave the first town setup for ~6 months haha. I have a few Lego fences and trees that also made an appearance in addition to my normal terrain.

I focused on playing, not taking notes, but I’ll recall the general story from memory as much as I can.

Location, Terrain, Objective, Deployment
First of all the location is Thermopolis, Wyoming, which is fairly close to the Old Faithful geyser (and subsequent volcano) as well as the heart of the Neotechnoist empire: Haven, inside The Wall.
So I thought I’d do a bit of a narrative reversal, where Neotechnoist colonists have expanded to the outpost, outside The Wall. And then Duster locals see this as an enroachment and raid the outpost to try to drive everyone off.
Side Note: Funny how Neotechnoists are “colonists” when Dusters would be “settlers” or “pioneers”, and I call it an “output” instead of “town” or “hamlet”. Just the language that fits each Allegiance.Panoramic view of the town from the road and horizontally (note the various vehicles are non-functional). The jungle area with the ruined motorcycle and semi-truck I saw as a kind of rusted junkyard. Then a cool little dinocart (no in-game effect), and a view of the jail building.

So Thermopolis Outpost would be the center of the conflict, with the “Good Ol Raiders” being a posse of Dusters doing the attacking, and the “Thermopolis Outpost Residents” defending. The Dusters would try to steal food crates in the hope of shutting down the town and driving everyone out, while the Neotechnoists would try to hold onto their supplies.

To achieve this I used a custom mix of the Objectives of “Capture” and “Smash and Grab”. There would be 5 food crates (pictured right) scattered around the table, each could be picked up in the Action Phase (and would be dropped on death). Whoever had the most food crates in their possession, or the most entities within 4″ of crates, at the end of Turn 6 would be the winner. To add another element I made the jail building an objective, since it represented a place of strength for the Neotechnoists, so again whoever had more entities within 4″ at the end would get the same value as 2 food crates.

To continue with the slightly custom rules, I decided to do a “Diagonal” deployment, which mean each posse could deploy in a table half made by drawing a line from corner to corner. This deployment will actually become official in v2.6 of the rules (more on that release later) in place of the current overly complex and overly pop-culture-y “Clever Girl”. Basically this:

And to add to the Lego flavor I will be using yellow 2×2 Lego blocks to mark Moved & Acted instead of my usual tokens. If the Lego block is right side up (bumpy part up) then they Moved & Acted, if it’s flipped then they just Acted without moving. This also highlights that I REALLY need to rebuy my Litko tokens to say “Moved” instead of “Move”…bah grammar mistakes!
Similarly I “based” each Minifig with a color coded 2×2 block to help them stand up.

Posse – Good Ol Raiders – 150 IP, $1,500 ND, 4 Traits – DOWNLOAD PDF or View in Saloon
We’re back to the classic text-names-on-posse-image era. Terrific looking group! No real plan or structure to the design, just picking a bunch of neat weapons and stuff that matches the Lego. Both Posses went for a cheap Dinosaur, and the classic approach of Neotechnoists taking herbivores (Runner) and others taking carnivores (Ripper). Also a lot of the names are not the most serious thing of all time…so a perfect fit for playing an already silly themed game with silly Lego :) You can hopefully tell I tried to put in some thought to the character of each Minifig, such as the “grumpy old man” Leader in Old Anderson. Similarly the rough bandit looking Gogocha and his “Lucky” trait since he seems like he’d survive rough patches. It’s a bit hard to see but Cool Kid has sunglasses on his face, and obviously a hip hat, and the “Inspiring Shot” trait to match his big ego. One Handed Bernard is one of my favorites, since obviously he’s missing a hand (pulled him outta the Lego box like that), but has clearly been scarred by the experience and now wears a helmet everywhere and carries only a shield to desperately protect himself from further harm (and in the game is the only one in the posse who wears Armor).

Posse – Thermopolis Outpost Residents – 150 IP, $1,500 ND, 4 Traits – DOWNLOAD PDF or View in Saloon
Again no real plan, sort of just went with weapons that seemed to fit the character of each Minifig. Usual smattering of traits, and only a few noticeably lower Hitpoint members compared to the Duster posse. And the “SP” for the Leader Drapkin and his wife Antoinette I decided off the cuff to mean “Sergeant Primary”, which sounds like a very Neotechnoist outpost kinda rank. And yes, Mr. The Plague is a Hackers (1995) movie reference. Similarly Hank “Mars” is because that Lego chestpiece used to be the Mars faction back in the 90s. Similarly Frosty is from the ice faction. In true Neotechnoist fashion almost everyone is wearing a sci-fi helmet. I also made the Leader look more supporty (and have traits to match) by having a walkie-talkie and a “stick of command” (which is a Variable Pulse Rifle in the game, but I imagine it as sending out shocking waves or pulses from the stick).

Starting Ugly!
So everyone deployed, with the Neotechnoists taking the “north” half of the Diagonal deployment, and the Dusters opposite that in the south. I think the Diagonal was a perfect choice for this terrain setup, because a lot of people could start right in the town in buildings, instead of having to trudge forward. I actually could see the Dusters coming into town peacefully, walking around a bit, and then BLAM just starting to shoot and sow chaos.
Here’s a bunch of pictures of how everyone setup:
Clearly some initial setup right by objectives with the intent to secure a food crate early on. Also with the Diagonal there were a lot of nearby enemies which should make the first turn intense (spoiler alert: it did! :) ).

Turn 1 – Let’s Lego Party!
The Neotechnoists managed to get the first Initiative, so Frosty moved back to the safe cover of a hill and bonus support of Hank Mars. Bernard shifted forward behind a wall, likely figuring to hop the hill next turn and attack.

On the opposite end of the table the Neotechnoist Leader Drapkin, astride his Runner mount “Eggy”, grabbed a food crate and moved far into town, behind the cover of a building. But guess who was waaaaaiting for him behind the building? Keel Greenpants and his massively oversized gun!

Back to the west side and the “duel at the hills”, the Duster dinosaur crept forward and tried to Charge 3″ into Frosty. Which meant of course that I ended up rolling a 2 for distance and failing to reach combat. Nearby behind the jail building, Cool Kid did a bit better and made his Charge (funnily enough ended up being 3″ distance as well) and started Scything ol’ Frosty. Those chainsaw thingies look hugely menacing. Also ironic because the Lego set they came from was the same ice stuff as Frosty is built from.

Meanwhile in the center of the town a duel was emerging between Gogocha for the Dusters and Antoinette for the Neotechnoists. What was really interesting is both had non-traditional weapons of a Laserbow 60 and Big Blasterbow respectively. Should be a good one! Antoinette didn’t want to be the first to leave Cover so the food crate right outside sat untouched for now. This shootout makes me REALLY want to build some roofless (or removable roof) buildings for traditional 28mm miniatures.

Turn 2 – Outpost Firefight
This turn started with the first death of the game, and that was thanks to Cool Kid slashing Frosty down. Thanks to the deployment melee was quite viable this match. Since Cool Kid uses his Action to attack and take Frosty out, he could still Move right into his next target: Hank Mars
But Mr. The Plague, after grabbing a food crate last turn, had walked down from his hilltop perch and now had a clear shot at Cool Kid. He managed to hit and force a Bravery Test from Cool Kid, which he failed (the punk!). Bernard, having heard the muffled screams from the other side of the hill, and remembering his own horrible dismemberment, climbed up and fired down into Hank Mars.

Meanwhile in the middle of the town the Neotechnoist Leader moved in. First he motivated his Antoinette with the “Get Up” trait, which restored her from 2 HP to 7 HP (that Laserbow 60 hurt). Then he fired at Gogocha to even the odds. But Keel Greenpants was still nearby, having fired and dropped back down from the building rooftop (otherwise he’d have a Shot in the Back at Drapkin). After grabbing a food crate the Duster Leader Old Anderson was slowly truddling his way to the fight, and actually was barely in range this turn to fire at the Neotechnoist Drapkin or his mount.
(Apologies for the wacky spacing and sizing on the images, I’m just lazily doing WordPress Medium size so horizontal vs vertical clearly doesn’t match)

And finally the Duster dinosaur Tangy Fangy, a Ripper, figured that One Handed Bernard had Hank Mars handled (bad pun). But Mr. The Plague would keep raining fire down from a distance, so that’s who Tangy Fangy moved to engage instead.

Turn 3 – Wait Weren’t There Objectives?
Speaking of One Handed Bernard, guess who opted to Activate first after the Dusters won Initiative? “Say Hank Mars, what’re your Hitpoints at? Hmm, ever been hit by a 3GJ Auto Shotgun at Short Distance?”
After killing Hank Mars, Bernard was very close to a food crate (somewhat stained with melted Lego Minifig).

On the other side Eggy wasn’t looking so good, nor was his passenger Drapkin (who had taken the brunt of the Duster fire). But wanting to protect Mr. The Plague, the pair rode forward and unleashed on the Duster Ripper dinosaur. First Drapkin shot, then Mr. The Plague fired his backup 1GJ Pump Shotgun, and suddenly Tangy Fangy the dinosaur had two Panic tokens and a sliver of health.

But like a well trained bloodhound, Keel Greenpants was still hot on the trail. From beneath the reins of the dinocart he took an almost-out-of-range shot at Mr. The Plague and brought down the sharpshooter.

Back in the middle, Antoinette was wounded and alone. She had backed herself into a corner of the building (thankfully without windows), which meant Gogocha and Old Anderson had to advance out of cover to try to eventually reach her. Gogocha could still reach a fence at least (and look awesome behind it).

Here’s the state of the table at the end of this turn:

Turn 4 & 5 – The Noose Closes
First of all the Neotechnoist Leader Drapkin continued his western run and ended up in the junkyard, hoping to have one turn without getting shot. At this point he had basically traversed the long side of the table.
Also I thought I’d mention the awesome orange semi-truck is actually from a new Lego set (whereas everything else I have is from my childhood). My wife bought a pair of 3-in-1 Creator sets recently as something fun to do, so this one is from the Sunset Speeder box. Being a fan of Euro Truck Simulator 2 a semi was obviously what I’d keep the set as (the other option being a convertible sports car and an F1 racer car).

Knowing that her turns were numbered, Antoinette decided to risk a shot at Gogocha, which meant leaving the safety of her building corner. The “Get Up!” heal from Drapkin meant she likely wouldn’t get one-shot killed at least.
The shot paid off, as Gogocha needed a Bravery Test and failed, so he’d be Fleeing.
Her husband was in an even more precarious position as One Handed Bernard, the seemingly unstoppable shield wielding, helmet wearing, disabled man fired super accurately at Drapkin.

As expected, the much shot Drapkin finally died. With his death a ripple of panic spread through the tattered remains of the posse (which at this point was Antoinette and Eggy the dinosaur). Antoinette actually failed her Bravery Test (necessary when a Leader is taken out of action), which is super important because she’s in a building. In the case of a Fleeing character NOT being able to move their full distance, they are Stunned instead. So basically she couldn’t run backwards through the wall, so she’d lose her Action instead. More or less a death sentence, and also a lucky save for Gogocha who would have died after another shot.

Turn 6 – Where Do We Stand?
With fewer entities left alive the turns were just flying by.

Keel Greenpants focused on taking out the Eggy dinosaur, who was trying to snatch up as many food crates as possible to try to win-by-objective. Unluckily for Keel, he missed his shot AND had to Reload.

Meanwhile Gogocha, confident in Old Anderson to finish off the Stunned Antoinette, moved backwards to secure the jail.

Old Anderson was also confident in Old Anderson (even if he’s a bit senile and talks in the third person), so he strode into the building and shot point blank at Antoinette. To add insult to injury he actually did “Fan the Hammer”, so +2 Attacks AND Antoinette would be 2″ Pushed. Since she had backed into the corner (again) this would result in additional damage. Even with all that Old Anderson still barely managed to kill her, but a kill is a kill.(Actually this was a slight rules error on my behalf, and perhaps something I should clarify in the rules text. You take 1 damage per 1″ Pushed, BUT that’s if you actually go that distance. If you’re backed up against a wall you don’t take the damage. Which meant Antoinette technically should have lived. She wasn’t carrying crates so the overall game outcome would have been the same though.)

Feebly Eggy moved to the nearest food crate (dropped a while back when Mr. The Plague died).

Outcome
In total the Neotechnoist “Thermopolis Outpost Residents” had 2 food crates (thanks Eggy!). But with the jail firmly in Duster hands, plus 2 crates on Old Anderson and 1 on One Handed Bernard (how fitting), the Duster “Good Ol Raiders” won the day! So in the words of a Duster: “Go hide inside your Wall, ya sissy Volkies! This here is our land!”

Anyway hopefully you enjoyed the report and visuals. I certainly had fun using Lego Minifigs and terrain. I think the flexibility of building and arming your Minifigs really helps for a “what you see is what you get” match to your posse. Also it’s a terrific gateway for kids to wargaming, since 28mm minis can be a bit intimidating (especially with the owner fussing over fingerprints or damage to their little pewter soldiers).

I think this match also highlighted that objectives need to DO something immediately beneficial during a standalone game, since otherwise everyone just rushes for them in the last turn and focuses on killing the enemy the rest of the time. I mention this same issue in the rules themselves, and recommend applying a Feature bonus. So I probably should have made it that you could re-roll 1 Attack die per food crate you’re carrying, or maybe re-roll Bravery Tests, or just use a normal Feature like “Ammo Container”.